Multiple sequence video game

ABSTRACT

A video game system includes a game that requires the multiple input of a single input device to provide a series of timed input signals relative to a start signal. The relative time of the input signal determines the result of a heat and the combined results of a series of heats provide game score. The game has a fast learning curve in combination with a player skill level that is not necessarily controlling. The game is based on timed player input that are sensitive about the optimal values to include a random or luck factor about the optimal values. In a preferred embodiment the game is a race theme game and requires the player to input shift signals. In a preferred embodiment of the game different levels are provided and points are awarded based on performance relative to a standard and relative to a variable standard determined by the player&#39;s performance in an earlier level.

FIELD OF THE INVENTION

The present invention relates to video games and in particular to videogames which are easy to play and require a series of inputs to completea first event of a series of events.

BACKGROUND OF THE INVENTION

Video games are readily available that have a high degree ofsophistication and require a player to gain experience with respect tothe game and the strategies thereof in order to consistently achievebetter results. These types of games are popular with respect to userswho play frequently and often have extensive related game experience.

In some cases it is desirable to have a video game that is relativelysimple to understand and easily played to achieve reasonable results.Our prior video game “Gone Fishing” is an example of a simplified videogame that has had considerable commercial success. This type of game ispreferably used in association with a pay to play video game terminalthat is often provided in a bar or restaurant type environment. There islittle or no reluctance to play the game as the learning curve isextremely short and reasonable results are easily obtained or poorresults easily dismissed as bad luck. The game includes a timing elementor skill element where the player has a single input and the timing ofthat input determines the result of a particular event. A series ofevents each having an independent score are combined to provide a gamescore. With this arrangement, if there are a sufficient number ofevents, some events will not be used as part of the combined score. Forexample, only the top five events may be used to determine the gamescore. Typically, there is a fixed time period for completing as manyevents as possible thereby increasing the possibility of a better gamescore.

Although, our game “Gone Fishing” has experienced considerable success,the element of skill or the ability for the player to use strategy inmaximizing the game score requires improvement. The aspect that the gameis easily understood and easily implemented makes it attractive to avery large group of players both serious game players as well as firsttime or infrequent users.

The present game system is designed to be easy to play while involvingskill and strategy elements to improve scores.

The present game system in a preferred embodiment seeks to mitigate anumber of these issues and provide a game format which is attractive toa large number of players while also having a significant skill factorwhere the skill of the player contributes to the game results.

SUMMARY OF THE INVENTION

A video game system according to the present invention includes a seriesof heats with each heat requiring multiple inputs of a single inputdevice for determining the user's performance within each heat andproviding a score for each heat. The game further includes a combinedgame score based on the performance within at least three of the heats.

According to an aspect of the invention, the game has a maximum timeperiod for completing the series of heats and the maximum time period isof a sufficient duration to allow completion of a number of heatsgreater than the number of heats required for the combined game score.

In yet a further aspect of the invention, the maximum game time is lessthan three minutes and the average time to complete a heat and start afollowing heat is less than 30 seconds.

In a further aspect of the invention, the combined game score is basedon the best five heats.

In a further aspect of the invention, the game includes a heattermination input to allow a player to selectively terminate a heatprior to completion thereof and allow earlier initiation of a followingheat.

In yet a further aspect of the invention, each heat includes a visualstart to finish display of the actual performance within the heat as itprogresses relative to a desirable performance within the heat to allowassessment of whether a heat should be selectively terminated.

In a further aspect of the invention, the game includes multiple inputsfor each heat including a start input and at least three shift inputs.

In a further aspect of the invention, each heat includes a countdownindicator associate with a starting time for each heat where the startinput is not recognized before the start time.

In a further aspect of the invention, a visual display of an engine RPMmeter and a speedometer are provided on a touch screen display and thetiming of the series of inputs relative to a start signal determines thescore for each heat.

A video game according to the invention comprises a series of heats witheach heat requiring multiple inputs of a single signal input functionfor determining the user's performance within each heat and providing ascore for each heat. The game further includes a combined game scorebased on the performance within at least three heats. The game includesa timing function for determining the time of each input of said seriesof inputs relative to a heat start signal and the time of each input isused to determine the score for each heat.

In a further aspect of the invention, each heat includes a visualdisplay of the actual performance within the heat as it progressesrelative to a desirable performance within the heat to allow assessmentof whether a heat should be selectively terminated. The game includes aseparate heat termination input to allow users to terminate a heat priorto completion thereof and allow earlier initiation of a following heat.

In a further aspect of the invention, the game has a maximum time periodfor completing the series of heats and the maximum time period is of asufficient duration to allow completion of a number of heats greaterthan the number of heats required for the combined game score.

BRIEF DESCRIPTION OF THE DRAWINGS

Preferred embodiments of the invention are shown in the drawings,wherein:

FIG. 1 is an illustration of a game terminal and a touch screen of thegame terminal with an initial screen explaining how to play the game;

FIG. 2 is the depiction provided on the touch screen upon initiation ofa heat;

FIG. 3 is a depiction of the display provided on the touch screen duringone of the heats;

FIG. 4 is a depiction of the screen shot provided on the touch screenwhen the heat has been completed;

FIG. 5 is a screen shot showing the results of a player having completedtwo heats where the game score requires completion of at least fiveheats;

FIG. 6 is a screen shot provided on the touch screen when the player hasa combined game score greater than a particular value entitling him toparticipate in a bonus round;

FIG. 7 shows a screen shot announcing a Qualification Round;

FIG. 8 shows a screen shot announcing a Master Round;

FIG. 9 is a screen shot announcing the Nitro Boost Round;

FIG. 10 is a screen shot of the heat results where three heats havequalified to allow the player to advance to the Master Round;

FIG. 11 is a screen shot of an official result in the Master Round thatqualify the player for proceeding to the Nitro Boost Round;

FIG. 12 is a screen shot of the player's final results including pointsfor Qualification Round, Master Round and Nitro Boost Round; and

FIG. 13 is a screen shot announcing that the player did not shift intime during a particular heat and experienced engine damage.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

The video game terminal 2 shown in FIG. 1 has a touch screen 4 with aninitial screen shot that is presented to a user who is about to commencea game. The screen shot includes instructions with respect to how toplay the game and the object of the particular game which, in this case,is a street racing game or drag racing game where the race is over afixed distance. The player using the game touches a gear shift touchactuator 6 to start the game and touches the actuator to incrementallyshift the transmission a further five times during the heat event.

The display screen includes the player's current time in box 10, theplayer's best time in box 12, a general record time in box 14 to provideactual results for a heat as well as the results to date in the heat.The current time is the time that has elapsed from the start of theheat, the best time indicated at item 12 is the player's best time forany given heat and box 14 is the record time for a heat achieved by anyprevious player.

The screen also provides a depiction of a speedometer shown as 24 aswell as the depiction of an engine RPM gauge 26.

FIG. 2 shows a further screen shot that is provided when a heat isinitiated. The depiction 40 includes a three light start system thatgenerally corresponds to the light start system used in actual dragraces. Basically, the lights are illuminated in sequence from the toplight to an intermediate light to a bottom light shown as 44 andilluminated in FIG. 2. Prior to the start light 44 being illuminated, itis not possible for the user to initiate an initial input for the heatwhich would be a start input. Once the light has illuminated, the playeris free to touch the gear shift touch actuator 6 to start the race. Thegame can include a false start penalty and force the user to reset ifthe initial input is too early. This false start penalty feature isoptional. As shown, the motor RPM gauge 26 is at an appropriate RPMlevel to start the race. The speedometer 24 is shown at 0. In addition,an indication 34 between the motor RPM gauge 26 and the speedometer 24shows that the transmission of the vehicle is in neutral. The exactlevel on the RPM gauge is controlled and determined by the program as afunction of the input signal and the user has no independent input withrespect to the RPM such as an accelerator. Once the race has beeninitiated, the user touches the gear shift touch actuator 6. Thisimmediately instructs the game to effectively start the player's carwith an indication being provided at the straight line depiction 50provided at the right of the screen that includes the start and finish.There will be a certain time delay that occurs between the “go”indication and the user touching the gear shift actuator 6. The shorterthis time delay the better the start for the user.

In the depiction 42 of FIG. 3, the user has completed a number of inputsby touching of the gear shift actuator 6. The gear shift actuator 6 isin the fourth gear and this is also shown at 34 in FIG. 3. Thespeedometer 24 shows a speed of 55 km/hr and an RPM of approximately1800. The depiction 42 above the portion of the steering wheel, alsoprovides a numerical output of these gauges. Also the current positionindicator 50 shows that the player has only completed slightly more thana ¼ of the ¼ mile distance and his current elapsed time is 23.87seconds. This is a relatively poor result given that in this particulargame, a good result would be 15 to 20 seconds for the entire race.

The depiction of FIG. 3 also shows a heat termination input 60.Basically, if the player knows that he is having a relatively poor heatprior to the conclusion thereof he can actuate the heat terminationactuator 60 by touching that portion of the screen to terminate theheat. A player may wish to do this in that he knows this particular heatwill not be of assistance to him in providing a good game score andfurthermore, he can save time to allow completion of further heats.Basically, the game is designed to operate over a fixed period of timeand a user is free to complete as many heats as possible. The use of theactuator 60 allows a poor heat to be discarded before the completionthereof to save time.

The depiction 44 of FIG. 4 shows that the particular heat has beencompleted indicated by the FINISH acknowledgement 49. The time for thatparticular heat was 28.8 seconds with this user's best heat wascompleted in 22.175 seconds. In this case, the user has a heat pointscore of 1916 indicated at item 18 and this would be for his previousbest time of 22.175.

After each heat, the summary of the heats completed to date that arecontributing towards a game score requiring a multiple number of heats,is shown in the depiction 48 of FIG. 5. It can be seen that thisparticular player has completed a first heat with a race time of 22.175and a score of 1916. He has completed a second heat in the time of28.800 seconds and receives a score of 416. It is desirable for a playerto have a score anywhere between 8000 and 11000. These point scorescorrespond to times of approximately 16 seconds and 14.5 seconds. Thescores are calculated by the formula

P=1000×10^(((B−t)/A))

where t=time for the heat, A=10 and B=15.

One aspect of the present game is that the player is providing multipleinputs to the gear shift actuator 6. The first input of the gear shiftactuator 6 affects start of the game and would correspond to the usershifting into first gear or perhaps releasing of a clutch at the startof the race where the transmission is already in first gear. There is acertain time delay between the initiation of the game and the usertouching the gear touch actuator 6. The game then effectively uses afirst known time/RPM function to provide RPM and a speed indication tothe user. This is a fixed function or a predetermined known function.The user then chooses when to touch the shift actuator. As in a normalcar, if the user touches the gear shift actuator at too early a point,the RPMs in the second gear will be quite low and this selection willnot provide an optional result. If the user waits too long in firstgear, then he will not achieve optimal speed. Each function associatedwith a gear generally has a fixed relationship of RPM to speed, howeverthe relationship of RPM and time has an initial increasing rate ofacceleration followed by a decreasing rate of acceleration. With thisarrangement the timing of the decision to shift gears directly effectsthe results. Furthermore, preferably the final RPM in one gear effectsthe initial RPM in the following gear. This additional factor alsoeffects the optimal shift points. The optimal shift points are learnedthrough experience and with use of the gauges.

Once the user touches the gear shift actuator a second time, a shift ingear occurs and the present RPM and speed is used to determine how farthe user has gone and to also enter a second function of the RPM andspeed. The game as shown is a quarter mile race and the speeds achievedare used to determine the distance covered. Thus, the timing of theshifts determines the initial entry point of the next predeterminedfunction. Basically, there is a predetermined function for gear 1, apredetermined function for gear 2, etc. up to the sixth gear. Therefore,it is the timing of the inputs relative to the start signal thatdetermines the result. The player only has one input that is usedmultiple times to determine the outcome for the particular heat. Theplayer learns through experience the timing of the better shift points.As can be appreciated, there will also be audible feedback providedthrough the speaker systems associated with the game of the engine RPM,etc. The comparison at the right side of the screen of the player'spresent performance relative to the record performance also providesfeedback to determine whether the selected inputs are appropriate. Thisindication allows the player to make informed decisions whether tocancel the heat prior to the completion thereof.

This particular race game has been shown with respect to cars but iseasily adapted to other vehicles such as bicycles, motorcycles, boats,planes, etc. It is most easily understood with respect to a vehicle thatrequires a transmission or shift in gears to vary the performancethereof. This general format can be used in association with otherthemes.

With this approach a simplified video game is realized where the userhas multiple inputs of a single input signal or device to vary theperformance within a particular heat or event. The game also uses theresults of a number of events where the individual scores are combinedto provide a game result. With this arrangement, the initial skill levelto play the game is relatively low however, the player can achievebetter results through practice and therefore the player can use hisskill to improve game performance. The actual timing of the inputassociated with each shift is relatively precise and thus, smallvariations can significantly vary the results. With this arrangement, itis difficult to consistently repeat optimal results. Thus, there issignificant variation relative to the optimal shift points providing asystem that corresponds to many racing type events.

The game has been found to have the desirable features of simplicity andease of use thus having a high appeal to a large number of players whilealso providing a system where player skill can significantly affect theresults. This type of game is preferable for pay to play game terminalsbut also has application for games played on cell phones, etc.

In FIG. 6, a depiction 54 of a further screen is shown where a playerhas achieved certain game results that allow him to proceed to a bonusround. Basically, a particular point level for the combined game scoreis used to determine whether the player qualifies for the bonus round.In the bonus round, there is an additional control that can be used toprovide a “nitro boost”. This allows the player to have a one time boostwhere the performance of the engine is significantly improved.

The game has been described and shown with respect to a single playerplaying the game, however the game can be player in an alternatingformat for player against player competition with players alternatingbetween heats for example.

It is also possible to provide at the bottom of the screen effectivelytwo different controls at opposite sides of the touch screen where twoplayers can play the game in a head to head format. This head to headformat has a common countdown indicator and each player will have theirown RPM gauge and speedometer as well as a gear shift actuator.Typically because of the reduced space on the touch screen and thepreferred embodiment to display both cars in side by side relationship,the termination input will be eliminated or moved to a different point.

With the side by side control, competition can be encouraged while stillproviding the increased appeal of a game having a fast learning curve.The point scoring for such a head to head system can include both ascore for the number of wins of one player versus the other, and it canalso use an overall event score. For example, some races can be veryclose with very small time differences therebetween where one player maywin the actual head to head competition whereas the other player wonbased on the best accumulated time or points for his best five head tohead events. This provides a further variation for scoring of the gameand increasing competition. Competition between a player simulated bythe game terminal is also possible. This mode provides more area of thetouch screen that can be used by the actual player. In the alternatingtwo person format the time and score of the first player and preferablythe second player can be hidden until completion of the two heatswhereafter the winner of the heats can be declared. This arrangementsimplifies programming and allows the players to alternate.

The game system has been described as used with a touch screen inputdevice where players use the touch screen to input signals. It is alsopossible to input the signal using other input devices.

FIGS. 7 through 13 show a further variation of the game that uses themultiple input concept as discussed in the earlier figures. In the gamesystem as shown in FIGS. 7 through 13, the player initially participatesin a Qualification Round consisting of a series of heats where the goalfor each heat is to beat the predetermined time of 15 seconds as shownin the screen shot 100 of FIG. 7. In the Qualification Round, if theplayer has three heats where each heat has a time of 15 seconds or less,the player will then proceed to a Master Round. In the preferredembodiment, the player in the Qualification Round is also capable ofbeing awarded a bonus game in the Nitro Boost Round if his first threeheats in the Qualification Round each beat the predetermined time of 15seconds. During the Qualification Round, the player continues toparticipate in heats until he has achieved three results which beat thepredetermined time. Once the player has three heats that beat therequired qualifying time, the player enters the Master Round.

In FIG. 8, the player has qualified for the Master Round and the screenshot 110 is presented to the player. In this embodiment of the game, aplayer entering the Master Round is presented with a further time tobeat indicated as 112 that is determined based on the player's threequalifying races in the Qualification Round. The time 14.55 seconds asindicated in FIG. 8 was the average qualification time that the playerachieved in the Qualification Round with respect to the three qualifyingraces. Therefore, in the Master Round, the player must beat his averagetime to qualify for the Nitro Boost Round. In the Master Round, the goalis to have three heats that beat the required time of the Master Round.If this goal is achieved, a further game in the Nitro Boost Round isawarded. If the player's first three heats in the Master Round qualifyfor the bonus Nitro Boost Round, a further game is awarded. The NitroBoost Round is generally indicated in the screen shot 120 of FIG. 9.

With the version of the game as show in FIGS. 7 through 13 a player canbe awarded one game in the Nitro Boost Round if the player's first threequalifying heats beat the required time and the player has theopportunity in the Master Round for qualifying for a further two racesin the Nitro Boost Round. To achieve the additional two races in theNitro Boost Round, the player in the Master Round must have his firstthree heats beat his average qualifying time in the Qualification Round.It is more likely that the player will require additional heats in theMaster Round to qualify for the Nitro Boost Round and in that case, onlyone bonus game in the Nitro Boost Round is awarded.

FIG. 10 shows a screen shot 130 that provides a summary result of theplayer's performance in the Qualification Round. In this case, theplayer has three heats that beat the required 15 second maximum time. At132 the player's average time for these three qualifying heats isdetermined as 14.705 seconds. This average qualifying time will be theplayer's time to beat in the Master Round which follows the announcementthat the player has qualified for the Master Round as indicated in FIG.10.

In FIG. 11, the results for the Master Round are shown in the screenshot 140. For this particular player, the time to beat of 14.783 seconds(identified as 142) is based on the player's performance in thequalifying round (his average qualifying time). In the Master Round, theplayer now has three qualifying heats with times that are less than thequalifying time of 14.783. These three heats have times of 14.548seconds, 14.687 seconds and 14.694 seconds. You will note that theofficial results also include a start delay indicated as 144 in thescreen shot 140 to allow the player to appreciate how fast he was ableto start the game. A top speed for each qualifying race is also shown inscreen shot 140 as 146.

In the Nitro Boost Round, the player is no longer on a fixed time basis,but has fixed number of races. In the Nitro Boost Round, the game isdesigned to simulate a faster car and the player must respond to thesemore demanding conditions. Basically, the particular functions thatdetermine the rate of acceleration of the RPM's of the engine isincreased and this causes a similar increase in the particular speedsthat can be obtained earlier in each heat. The screen shot 150 of FIG.12 provides a summary of the player's final results for his points inthe Qualification Round, the Master Round and the Nitro Boost Round. Itis clear that the Nitro Boost Round will allow a player to accumulateadditional points as the points for the game are based on the threequalifying heats in the Qualification Round and the best three heats inthe Master Round. If the best three heats in the Master Round beat therequired time, the player is guaranteed at least one race in the NitroBoost Round. This provides the opportunity to accumulate additionalpoints. The Nitro Boost Round is available to the player if he achievescertain requirements in the Qualification Round as previously indicatedand in the Master Round where one or two bonus heats are possible.

In the Nitro Boost Round as well as in the Qualification and MasterRounds, it is possible for a player to stay too long in a particulargear where the engine would be in an over-revving condition or what istypically referred to a “red zone condition”. The red zone condition istypically shown on the RPM meter. If a player has the engine stay in thered zone for more than a certain length of time (5 seconds) anover-revved condition occurs as indicated in the screen shot 160 of FIG.13. Such an over-revved condition results in the heat being terminatedand the Check Engine depiction 162 being presented to the player.

With the version of the game as discussed with respect to FIGS. 7through 12, a player initially is required to beat the required time of15 seconds and preferably wants to beat this time in each of the firstthree heats to obtain a bonus game in the Nitro Boost Round. To achievethe best results in the Master Round, the player would like his averagetime for the three qualifying heats in the Qualification Round to beclose to 15 seconds as this will be the time he is required to beat inthe Master Round. If the player performs exceedingly well in theQualification Round, then the probability of beating his average time inthe Master Round is reduced. With the particular arrangement, the playerwants to do well in the Qualification Round, but still wants to leavesome room so he can beat his average time that will be used in theMaster Round. Therefore, with the preferred embodiment of FIGS. 7through 12, the player is initially playing against a predetermined timethat is presented to all players in the Qualification Round. He is thencompeting against his best times in the Qualification Round when heenters the Master Round. During each of these rounds, the player istrying to qualify for additional heats in the Nitro Boost Round.

In a first version of the game, the points awarded in the Master Roundare calculated in the same manner as used in the Qualification Round.With this arrangement, the player's average time to beat in the MasterRound only impacts the possibility of qualifying for the Bonus Round.

In a different version, the points awarded in the Master Round can bebased on the player's average qualifying time i.e. the time to beat inthe Master Round. With this arrangement, the player must exceed hisaverage performance in the Qualifying Round to maximize points andqualify for the Bonus Round. A player is then trying to manage theQualifying Round to maximize his opportunities in the Master Round.

The previous points formula used a fixed variable B equal to 15 thatcorresponds to the 15 seconds qualifying time to beat. In the MasterRound, the player's actual average qualifying time could be used for thevariable B.

In each of the Qualification and the Master Rounds, the time to beat isprovided at the right hand side of the screen and a depiction of the caras it progresses in the heat is also provided at the right hand side.This acts much like a pace car and provides a visual indication how theplayer is performing during that particular heat. In the Master Round,the time to beat is the player's average qualifying time and the pacecar is progressing according to this average qualifying time.

The preferred version of the game as described in FIGS. 7 through 13 hasa fixed maximum time period for the Qualification Round. For example,this time period could be 180 seconds. If the player qualifies for theMaster Round, an additional amount of time is added (preferably 60seconds). Any time remaining in the Qualification Round is added to thetime for the Master Round. For example, if 45 seconds remain in theQualification Round when the player qualifies to enter the Master Round,this 45 seconds will be added to the time for the Master Round. Theplayer upon successfully completing the Master Round or the timeexpiring in the Master Round then completes any races or heats awardedin the Nitro Boost Round.

Although preferred embodiments of the invention have been described indetail, it would be understood by those skilled in the art thatvariations may be made thereto and that departing from the spirit of theinvention and the scope of the appended claims.

1. A video game having a series of heats with each heat requiringmultiple inputs of a single input device for determining the user'sperformance within each heat and providing a score for each heat, saidgame further including a combined game score based on the performancewithin at least 3 heats.
 2. A video game as claimed in claim 1 whereinsaid game has a maximum time period for completing said series of heatsand said maximum time period is of a sufficient duration to allowcompletion of a number heats greater than the number of heats requiredfor said combined game score.
 3. A video game as claimed in claim 2wherein said maximum game time is less than 3 minutes and the averagetime to complete a heat and start a following heat is less than 30seconds.
 4. A video game as claimed in claim 3 wherein said combinedgame score is based on the best 5 heats.
 5. A video game as claimed inclaim 4 wherein said game includes a heat termination input to allow aplayer to selective terminate a heat prior to completion thereof andallow earlier initiation of a following heat.
 6. A video game as claimedin claim 3 wherein each heat includes a visual display of the actualperformance within the heat as it progresses relative to a desirableperformance within the heat to allow assessment of whether a heat shouldbe selectively terminated.
 7. A video game as claimed in claim 6 whereinsaid multiple inputs for each heat include a start input and at least 3shift inputs.
 8. A video game as claimed in claim 7 including for eachheat a count down indicator associated with a starting time for eachheat where said start input is not recognized before said start time.10. A video game as claimed in claim 9 including a visual display of anengine RPM meter and a speed meter and the timing of said series ofinputs determines the score for each heat.
 11. A video game comprising aseries of heats with each heat requiring a multiple inputs of a singleinput device for determining the user's performance within each heat andproviding a score for each heat, said game further including a combinedgame score based on the performance within at least 3 heats; said gameincluding a timing function for determining the time of each input ofsaid series of inputs and using the time of each input to determine thescore for each heat.
 12. A video game as claimed in claim 11 whereineach heat includes a visual display of the actual performance within theheat as it progresses relative to a desirable performance within theheat to allow assessment of whether a heat should be selectivelyterminated; said game including a separate heat termination input toallow a user to terminate a heat prior to completion thereof and allowearlier initiation of a following heat.
 13. A video game terminal asclaimed in claim 11 wherein said game has a maximum time period forcompleting said series of heats and said maximum time period is of asufficient duration to allow completion of a number heats greater thanthe number of heats required for said combined game score.
 14. A videogame as claimed in claim 13 wherein said combined game score is based onthe best 5 heats.
 15. A video game as claimed in claim 13 wherein eachheat includes a visual display of a distance performance within the heatas it progresses relative to a desirable distance performance within theheat to allow assessment of whether a heat should be selectivelyterminated and each heat is completed when a certain distance iscompleted.
 16. A game as claimed in claim 15 wherein said multipleinputs for each heat include a start input and at least 3 shift inputs.17. A video game as claimed in claim 16 including for each heat a countdown indicator associated with a starting time for each heat where saidstart input is not recognized before said start time.
 18. A video gameas claimed in claim 17 including a visual display of an engine RPM meterand a speed meter and the timing of said series of inputs determines thescore for each heat.
 19. A video game comprising a series of events witheach events being similar and requiring a multiple inputs of a singleinput device representing a common game instruction; said game includinga timing function for determining the relative timing of said multipleinputs and based thereon determining the user's performance within eachevent and providing a score for each event; said game further includinga combined game score based on the performance within at least 2 eventsof a first level of said game and at least one event in a second levelof said game, said game requiring the user to exceed a specifiedperformance within said first level to advance to said second level. 20.A video game as claimed in claim 19 wherein said game includes a fixedtime period for a player to advance from said first level to said secondlevel and provides additional time if a player advances to said secondlevel.
 21. A video game as claimed in claim 19 or 20 wherein said firstlevel has a common performance level for advancing to said second leveland said second level has variable performance level based on the actualperformance of said player in said first level, said variableperformance level if exceeded by said player improving the combined gamescore.
 22. A video game as claimed in claim 21 including a bonus roundcomprising at least one event, said bonus round being awarded based onperformance exceeding predetermined criteria in said first and secondlevels.
 23. A video game as claimed in claim 22 wherein said bonus roundis completed after expiry of time in said levels.
 24. A video game asclaimed in claim 23 wherein an event in said bonus round is awardablefor a player qualifying for said second level in a predetermined mannerand at least one additional event in said bonus round being awarded fora player exceeding said variable performance level.
 25. A video game asclaimed in any one of claims 19 to 24 wherein said game has a maximumgame time in said first level of 3 minutes or less and a maximum gametime in said second level of 1 minute or less.
 26. A video game asclaimed in claim 25 wherein said single input corresponds to a gearshift input and each event includes the capability for the player toinput at least 4 gear shift inputs.
 27. A video game as claimed in claim25 or 26 wherein said game includes a time measurement of the relativetime of said inputs for the event and based thereon determines a scorefor each event.
 28. A video game as claimed in any one of claims 19 to27 in combination with a pay to play video game terminal.